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Hey I've been using this tool for a bit so maybe I can help. We've definitely encountered a bug where baked animations start to not play from the...
Hello, Any plans on supporting Vulkan on PC ? The asset store page shows that it should support Vulkan for Android. Figured I'd try, but I'm...
Hello again, I have a situation where all my sub-objects of prototypes get unparented after calling AddPrefabInstance on the CrowdManager. My...
Hello again, I've been digging deeper into this now, but I'm not sure how to approach this exactly or the limitations of it. What would be the...
Hello, What is the expected way of starting conventional movement blends (ex: strafing/walking in 4 directions) with transitions? It seems that...
I guess I don't really need to modify it. I just need the rootmotion data at the current frame (every frame). I know there's...
Is there any equivalent to the "OnAnimatorMove" function where I can access rootmotion deltas and use them/modify them ? (in the Crowd Animator...
Great pro-tip! Thanks for the quick reply
Hello, I have question concerning the weight of textures baked for animations. I have multiple different enemies (25 ish), that share a common...
Finally took the time to investigate this properly today and do some testing by removing packages one by one. The Entities package was the culprit...
Still happening in the 2022.2 release sadly
@StefanWo Thanks for the confirmation. Sadly we're using a build machine and running builds through the command line and they still fail. (they...
This doesn't seem like a bug. It's how most 3D software work. Your parent has a non-uniform scale.
Ever since updating to 2022.2.0f1, our builds fail with: Asset has disappeared while building player to 'globalgamemanagers.assets' - path '',...
We were getting the same, ever since 2022.2 beta. Waited out for the official 2022.2.0f1 release, but still getting the same. So +1 on this. It's...
For anyone having this issue: I've done a lot of other tests. The only thing that fixes it for me is having EXIT TIME = 0.9 TRANSITION DURATION...
Hey ! I have a situation where I have 3 states for an attack sequence (windup, action, recovery). The states are linked together with 1...
Thank you for your help. I think you are right, we should separate load from instantiate and then we'll have better control of timings.
We still didn't find an answer to this, so if anybody has any insight, it would be greatly appreciated
We're using addressables (1.19.11) in addition to our own pool system. We use InstantiateAsync, and then right when we get the callback, we do a...